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                <h1 class="post-title" itemprop="name headline"> OpenGL绘图实例十之绘制3D机器人 </h1>
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                <h2 id="综述"><a href="#综述" class="headerlink" title="综述"></a>综述</h2>
                <p>通过上一节说的绘制3D图形基础，我们应该对绘制3D图形有了基本的认识，接下来我们就进行一个实例，绘制一个3D机器人。 本节我们要完成的任务有：</p>
                <blockquote>
                  <p>1.绘制一个仿真3D机器人(样式自选，参考例图)，至少包含头、躯干、四肢三个部分. 2.对机器人填充颜色。 3.增加点光源，使得机器人更加真实。 4.实现交互，使得能够控制机器人进行旋转、前进、后退等动作。 键盘”w”:前进 键盘”s”:后退 键盘”a”:顺时针旋转 键盘”d”:逆时针旋转</p>
                </blockquote>
                <p>接下来我们就一步步实现机器人的绘制吧。</p>
                <h2 id="绘制球体"><a href="#绘制球体" class="headerlink" title="绘制球体"></a>绘制球体</h2>
                <p>绘制球体我们有两种方法，一个叫glutSolidSphere，另一个叫glutWireSphere，这两个的区别在于，一个绘制的是实心的球体，另一个绘制的是现状描绘而成的球体，在绘制过程中，我们可以通过一个参数来对其进行控制。 glutSolidSphere是GLUT工具包中的一个函数，该函数用于渲染一个球体。球体球心位于原点。在OpenGL中默认的原点就是窗口客户区的中心。 函数原型</p>
                <figure class="highlight routeros">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line">void glutSolidSphere(GLdouble<span class="built_in"> radius </span>, GLint slices , GLint stacks);</span><br><span class="line">void glutWireSphere(GLdouble radius, GLint slices, GLint stacks );</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>radius，球体的半径 slices，以Z轴上线段为直径分布的圆周线的条数（将Z轴看成地球的地轴，类似于经线） stacks，围绕在Z轴周围的线的条数（类似于地球上纬线） 一般而言， 后两个参数赋予较大的值， 渲染花费的时间要长， 效果更逼真。 然而我们可以发现，这里并没有定义球中心的参数，所以，我们可以利用平移函数组合实现。即利用glTranslated函数来实现。最后，我们定义的画球体的方法如下</p>
                <figure class="highlight reasonml">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="comment">//画球</span></span><br><span class="line">void draw<span class="constructor">Ball(<span class="params">double</span> R, <span class="params">double</span> <span class="params">x</span>, <span class="params">double</span> <span class="params">y</span>,<span class="params">double</span> <span class="params">z</span>, <span class="params">int</span> MODE)</span> &#123;</span><br><span class="line">	gl<span class="constructor">PushMatrix()</span>;</span><br><span class="line">	gl<span class="constructor">Translated(<span class="params">x</span>,<span class="params">y</span>,<span class="params">z</span>)</span>;</span><br><span class="line">	<span class="keyword">if</span> (MODE<span class="operator"> == </span>SOLID) &#123;</span><br><span class="line">		glut<span class="constructor">SolidSphere(R,20,20)</span>;</span><br><span class="line">	&#125; <span class="keyword">else</span> <span class="keyword">if</span> (MODE ==WIRE) &#123;</span><br><span class="line">		glut<span class="constructor">WireSphere(R,20,20)</span>;</span><br><span class="line">	&#125;</span><br><span class="line">	gl<span class="constructor">PopMatrix()</span>;</span><br><span class="line">&#125;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>其中两个常量定义如下</p>
                <figure class="highlight cpp">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="meta">#<span class="meta-keyword">define</span> SOLID 1</span></span><br><span class="line"><span class="meta">#<span class="meta-keyword">define</span> WIRE 2</span></span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>在这里我们还用到了上一节所说的PushMatrix和PopMatrix方法。如果不熟悉，请查看上一节的内容。</p>
                <h2 id="绘制长方体"><a href="#绘制长方体" class="headerlink" title="绘制长方体"></a>绘制长方体</h2>
                <p>同样地，利用变换平移放缩的方法，再加上类库的绘制正方体的方法，我们也可以轻松地实现绘制长方体的方法。 正方体怎样变成长方体，很简单，拉伸一下就好了。所以，我们用到了glScaled方法。 绘制长方体的方法如下</p>
                <figure class="highlight reasonml">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="comment">//画长方体</span></span><br><span class="line">void draw<span class="constructor">Skewed(<span class="params">double</span> <span class="params">l</span>, <span class="params">double</span> <span class="params">w</span>, <span class="params">double</span> <span class="params">h</span>, <span class="params">double</span> <span class="params">x</span>, <span class="params">double</span> <span class="params">y</span>, <span class="params">double</span> <span class="params">z</span>, <span class="params">int</span> MODE)</span> &#123;</span><br><span class="line">	gl<span class="constructor">PushMatrix()</span>;</span><br><span class="line">	gl<span class="constructor">Scaled(<span class="params">l</span>, <span class="params">w</span>, <span class="params">h</span>)</span>;</span><br><span class="line">	gl<span class="constructor">Translated(<span class="params">x</span>, <span class="params">y</span>, <span class="params">z</span>)</span>;</span><br><span class="line">	<span class="keyword">if</span> (MODE<span class="operator"> == </span>SOLID) &#123;</span><br><span class="line">		glut<span class="constructor">SolidCube(1)</span>;</span><br><span class="line">	&#125; <span class="keyword">else</span> <span class="keyword">if</span> (MODE<span class="operator"> == </span>WIRE) &#123;</span><br><span class="line">		glut<span class="constructor">WireCube(1)</span>;</span><br><span class="line">	&#125;</span><br><span class="line">	gl<span class="constructor">PopMatrix()</span>;</span><br><span class="line">&#125;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>这里仍然还是定义了绘图模式，是线条还是实体。</p>
                <h2 id="定义光照"><a href="#定义光照" class="headerlink" title="定义光照"></a>定义光照</h2>
                <p>在这里提供一篇博文，讲光照讲得比较细致 <a href="http://www.cnblogs.com/opengl/archive/2012/11/14/2770745.html" target="_blank" rel="noopener">OPENGL光照</a> 那么在这里我就直接贴上光照设置的实现</p>
                <figure class="highlight angelscript">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="built_in">void</span> init() &#123;</span><br><span class="line">   <span class="comment">//定义光源的颜色和位置</span></span><br><span class="line">   GLfloat ambient[] = &#123; <span class="number">0.5</span>, <span class="number">0.8</span>, <span class="number">0.1</span>, <span class="number">0.1</span> &#125;;  </span><br><span class="line">   GLfloat diffuse[] = &#123; <span class="number">1.0</span>, <span class="number">1.0</span>, <span class="number">1.0</span>, <span class="number">1.0</span> &#125;;  </span><br><span class="line">   GLfloat position[] = &#123; <span class="number">-80.0</span>, <span class="number">50.0</span>, <span class="number">25.0</span>, <span class="number">1.0</span> &#125;;  </span><br><span class="line">   <span class="comment">//选择光照模型</span></span><br><span class="line">   GLfloat lmodel_ambient[] = &#123; <span class="number">0.4</span>, <span class="number">0.4</span>, <span class="number">0.4</span>, <span class="number">1.0</span> &#125;;  </span><br><span class="line">   GLfloat local_view[] = &#123; <span class="number">0.0</span> &#125;;  </span><br><span class="line">   glClearColor(<span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>);   </span><br><span class="line">   glShadeModel(GL_SMOOTH);  </span><br><span class="line">   <span class="comment">//设置环境光</span></span><br><span class="line">   glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);  </span><br><span class="line">   <span class="comment">//设置漫射光</span></span><br><span class="line">   glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);  </span><br><span class="line">   <span class="comment">//设置光源位置</span></span><br><span class="line">   glLightfv(GL_LIGHT0, GL_POSITION, position);  </span><br><span class="line">   glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);  </span><br><span class="line">   glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);  </span><br><span class="line">   <span class="comment">//启动光照</span></span><br><span class="line">   glEnable(GL_LIGHTING);  </span><br><span class="line">   <span class="comment">//启用光源</span></span><br><span class="line">   glEnable(GL_LIGHT0);  </span><br><span class="line">&#125;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>其中设置了光源颜色，位置等参数。</p>
                <h2 id="图形的移动"><a href="#图形的移动" class="headerlink" title="图形的移动"></a>图形的移动</h2>
                <p>在这里我们实现了鼠标的监听旋转和键盘的监听旋转，在这里分别描述如下</p>
                <h3 id="1-鼠标监听"><a href="#1-鼠标监听" class="headerlink" title="1.鼠标监听"></a>1.鼠标监听</h3>
                <p>对于鼠标监听事件，在前面的文章中已经做了说明，如果大家不熟悉可以看下面这篇文章 <a href="http://cuiqingcai.com/1776.html">鼠标监听</a> 我们要实现的就是在拖动鼠标的时候实现图形的旋转功能。 在点击鼠标时，我们记录下来点击的位置，然后在鼠标移动的时候记录下当前坐标与上一个位置的坐标之差。通过定义一个角度的变量，每次鼠标移动的时候让整个图形旋转角度加上这个差值，然后重新绘制图形，就可以实现整个图形的 旋转了。 鼠标监听的两个方法如下，分别是鼠标点击和鼠标移动。 定义两个变量，旋转角度</p>
                <figure class="highlight angelscript">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="built_in">int</span> spinX = <span class="number">0</span>;</span><br><span class="line"><span class="built_in">int</span> spinY = <span class="number">0</span>;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>然后定义两个鼠标事件</p>
                <figure class="highlight cpp">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="comment">// 鼠标移动事件 </span></span><br><span class="line"><span class="function"><span class="keyword">void</span> <span class="title">mouseMove</span><span class="params">(<span class="keyword">int</span> x, <span class="keyword">int</span> y)</span> </span>&#123;</span><br><span class="line">	<span class="keyword">int</span> dx = x - moveX;</span><br><span class="line">	<span class="keyword">int</span> dy = y - moveY;</span><br><span class="line">	<span class="built_in">printf</span>(<span class="string">"dx;%dx,dy:%dy\n"</span>,dx,dy);</span><br><span class="line">	spinX += dx;</span><br><span class="line">	spinY += dy;</span><br><span class="line">	glutPostRedisplay();</span><br><span class="line">	moveX = x;</span><br><span class="line">	moveY = y;</span><br><span class="line">&#125;</span><br><span class="line"><span class="comment">//鼠标点击事件</span></span><br><span class="line"><span class="function"><span class="keyword">void</span> <span class="title">mouseClick</span><span class="params">(<span class="keyword">int</span> btn, <span class="keyword">int</span> state, <span class="keyword">int</span> x, <span class="keyword">int</span> y)</span> </span>&#123;</span><br><span class="line">    moveX = x;</span><br><span class="line">	moveY = y; </span><br><span class="line">&#125;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>恩，通过定义上面的方法，然后在main中加入监听。</p>
                <figure class="highlight reasonml">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="comment">//鼠标点击事件，鼠标点击或者松开时调用</span></span><br><span class="line">    glut<span class="constructor">MouseFunc(<span class="params">mouseClick</span>)</span>;</span><br><span class="line">	<span class="comment">//鼠标移动事件，鼠标按下并移动时调用</span></span><br><span class="line">    glut<span class="constructor">MotionFunc(<span class="params">mouseMove</span>)</span>;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>display函数中，在绘图前调用该方法即可</p>
                <figure class="highlight angelscript">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line">glRotated(spinX, <span class="number">0</span>, <span class="number">1</span>, <span class="number">0</span>);</span><br><span class="line">	glRotated(spinY, <span class="number">1</span>, <span class="number">0</span>, <span class="number">0</span>);</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>分别是绕y轴和x轴旋转一定的角度。这样就可以实现鼠标的监听了。</p>
                <h3 id="2-键盘监听"><a href="#2-键盘监听" class="headerlink" title="2.键盘监听"></a>2.键盘监听</h3>
                <p>键盘事件也很简单，同样是监听按键的按下。其中w、s键是用来控制机器人的远近的。 定义一个变量叫 dis，代表远近 键盘事件函数如下：</p>
                <figure class="highlight processing">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="comment">//键盘事件</span></span><br><span class="line"><span class="keyword">void</span> <span class="built_in">keyPressed</span>(unsigned <span class="built_in">char</span> <span class="built_in">key</span>, <span class="built_in">int</span> x, <span class="built_in">int</span> y) &#123;</span><br><span class="line">    <span class="keyword">switch</span> (<span class="built_in">key</span>) &#123;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">'a'</span>:</span><br><span class="line">        spinX -= <span class="number">2</span>;</span><br><span class="line">        <span class="keyword">break</span>;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">'d'</span>:</span><br><span class="line">         spinX += <span class="number">2</span>;  </span><br><span class="line">        <span class="keyword">break</span>;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">'w'</span>:</span><br><span class="line">        des += <span class="number">2</span>;</span><br><span class="line">        <span class="keyword">break</span>;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">'s'</span>:</span><br><span class="line">        des -= <span class="number">2</span>;</span><br><span class="line">		<span class="keyword">break</span>;</span><br><span class="line">	&#125;</span><br><span class="line">	glutPostRedisplay();</span><br><span class="line">&#125;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>在main函数中加入监听</p>
                <figure class="highlight reasonml">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="comment">//键盘事件</span></span><br><span class="line">	glut<span class="constructor">KeyboardFunc(<span class="params">keyPressed</span>)</span>;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>display函数中加入如下的变换</p>
                <figure class="highlight angelscript">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line">glRotated(spinX, <span class="number">0</span>, <span class="number">1</span>, <span class="number">0</span>);</span><br><span class="line">	glRotated(spinY, <span class="number">1</span>, <span class="number">0</span>, <span class="number">0</span>);</span><br><span class="line">	glTranslated(<span class="number">0</span>, <span class="number">0</span>, des);</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>这样通过上述方法，我们便可以实现鼠标和键盘的监听了。</p>
                <h2 id="裁切物体"><a href="#裁切物体" class="headerlink" title="裁切物体"></a>裁切物体</h2>
                <p>在这里我们可能要画一个半圆，那么最方便的方法就是裁切了，利用下面的函数，我们可以方便地实现。</p>
                <h3 id="void-glClipPlane-GLenum-plane-const-GLdouble-equation"><a href="#void-glClipPlane-GLenum-plane-const-GLdouble-equation" class="headerlink" title="void glClipPlane(GLenum plane, const GLdouble *equation);"></a>void glClipPlane(GLenum plane, const GLdouble *equation);</h3>
                <p>定义一个裁剪平面。equation参数指向平面方程Ax + By + Cz + D = 0的4个系数。 equation=（0，-1，0,0），前三个参数（0，-1,0）可以理解为法线向下，只有向下的，即Y&lt;0的才能显示，最后一个参数0表示从z=0平面开始。这样就是裁剪掉上半平面。 equation=（0,1,0,0）表示裁剪掉下半平面， equation=（1,0,0,0）表示裁剪掉左半平面， equation=（-1,0,0,0）表示裁剪掉右半平面， equation=（0,0,-1,0）表示裁剪掉前半平面， equation=（0,0,1,0）表示裁剪掉后半平面 代码示例如下</p>
                <figure class="highlight reasonml">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line">GLdouble eqn<span class="literal">[<span class="number">4</span>]</span>=&#123;<span class="number">0.0</span>,<span class="number">0.0</span>,-<span class="number">1.0</span>,<span class="number">0.0</span>&#125;;</span><br><span class="line">gl<span class="constructor">ClipPlane(GL_CLIP_PLANE0,<span class="params">eqn</span>)</span>;</span><br><span class="line">gl<span class="constructor">Enable(GL_CLIP_PLANE0)</span>;</span><br><span class="line">glut<span class="constructor">SolidSphere(<span class="params">headR</span>,<span class="params">slices</span>,<span class="params">slices</span>)</span>;</span><br><span class="line">gl<span class="constructor">Disable(GL_CLIP_PLANE0)</span>;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>首先我们必须要定义一个GLdouble数组，然后利用glClipPlane方法来设置，然后开启裁切，最后关闭裁切。 利用类似的方法我们可以写出绘制半球的方法如下</p>
                <figure class="highlight reasonml">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="comment">//画半球</span></span><br><span class="line">void draw<span class="constructor">HalfBall(<span class="params">double</span> R, <span class="params">double</span> <span class="params">x</span>, <span class="params">double</span> <span class="params">y</span>,<span class="params">double</span> <span class="params">z</span>, <span class="params">int</span> MODE)</span> &#123;</span><br><span class="line">	gl<span class="constructor">PushMatrix()</span>;</span><br><span class="line">	gl<span class="constructor">Translated(<span class="params">x</span>,<span class="params">y</span>,<span class="params">z</span>)</span>;</span><br><span class="line">	GLdouble eqn<span class="literal">[<span class="number">4</span>]</span>=&#123;<span class="number">0.0</span>, <span class="number">1.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>&#125;;</span><br><span class="line">	gl<span class="constructor">ClipPlane(GL_CLIP_PLANE0,<span class="params">eqn</span>)</span>;</span><br><span class="line">	gl<span class="constructor">Enable(GL_CLIP_PLANE0)</span>;</span><br><span class="line">	<span class="keyword">if</span> (MODE<span class="operator"> == </span>SOLID) &#123;</span><br><span class="line">		glut<span class="constructor">SolidSphere(R,20,20)</span>;</span><br><span class="line">	&#125; <span class="keyword">else</span> <span class="keyword">if</span> (MODE ==WIRE) &#123;</span><br><span class="line">		glut<span class="constructor">WireSphere(R,20,20)</span>;</span><br><span class="line">	&#125;</span><br><span class="line">	gl<span class="constructor">Disable(GL_CLIP_PLANE0)</span>;</span><br><span class="line">	gl<span class="constructor">PopMatrix()</span>;</span><br><span class="line">&#125;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>恩，通过上述方法，我们可以方便地绘制出一个半球体。</p>
                <h2 id="绘制机器人"><a href="#绘制机器人" class="headerlink" title="绘制机器人"></a>绘制机器人</h2>
                <p>有了上述的铺垫，我们绘制机器人简直易如反掌，同样还可以实现各式各样的监听。 主要就是位置的确定了。 display函数如下</p>
                <figure class="highlight angelscript">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br><span class="line">24</span><br><span class="line">25</span><br><span class="line">26</span><br><span class="line">27</span><br><span class="line">28</span><br><span class="line">29</span><br><span class="line">30</span><br><span class="line">31</span><br><span class="line">32</span><br><span class="line">33</span><br><span class="line">34</span><br><span class="line">35</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line"><span class="built_in">void</span> display(<span class="built_in">void</span>) &#123;</span><br><span class="line">	<span class="comment">//清除缓冲区颜色</span></span><br><span class="line">	glClear(GL_COLOR_BUFFER_BIT);</span><br><span class="line">	<span class="comment">//定义白色</span></span><br><span class="line">	glColor3f(<span class="number">1.0</span>, <span class="number">1.0</span>, <span class="number">1.0</span>); </span><br><span class="line">	<span class="comment">//圆点放坐标中心</span></span><br><span class="line">	glLoadIdentity();  </span><br><span class="line">	<span class="comment">//从哪个地方看</span></span><br><span class="line">	gluLookAt(<span class="number">-2.0</span>, <span class="number">-1.0</span>, <span class="number">20.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">1.0</span>, <span class="number">0.0</span>); </span><br><span class="line">	glPushMatrix();</span><br><span class="line">	glRotated(spinX, <span class="number">0</span>, <span class="number">1</span>, <span class="number">0</span>);</span><br><span class="line">	glRotated(spinY, <span class="number">1</span>, <span class="number">0</span>, <span class="number">0</span>);</span><br><span class="line">	glTranslated(<span class="number">0</span>, <span class="number">0</span>, des);</span><br><span class="line">	<span class="comment">//头</span></span><br><span class="line">	drawBall(<span class="number">2</span>, <span class="number">0</span>, <span class="number">1</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//身体</span></span><br><span class="line">	drawSkewed(<span class="number">5</span>, <span class="number">4.4</span>, <span class="number">4</span>, <span class="number">0</span>, <span class="number">-0.75</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//肩膀</span></span><br><span class="line">	drawHalfBall(<span class="number">1</span>, <span class="number">3.5</span>, <span class="number">-2.1</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	drawHalfBall(<span class="number">1</span>, <span class="number">-3.5</span>, <span class="number">-2.1</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//胳膊</span></span><br><span class="line">	drawSkewed(<span class="number">1</span>, <span class="number">3</span>, <span class="number">1</span>, <span class="number">3.5</span>, <span class="number">-1.3</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	drawSkewed(<span class="number">1</span>, <span class="number">3</span>, <span class="number">1</span>, <span class="number">-3.5</span>, <span class="number">-1.3</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//手</span></span><br><span class="line">	drawBall(<span class="number">1</span>, <span class="number">3.5</span>, <span class="number">-6.4</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	drawBall(<span class="number">1</span>, <span class="number">-3.5</span>, <span class="number">-6.4</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//腿</span></span><br><span class="line">	drawSkewed(<span class="number">1.2</span>, <span class="number">3</span>, <span class="number">2</span>, <span class="number">1</span>, <span class="number">-2.4</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	drawSkewed(<span class="number">1.2</span>, <span class="number">3</span>, <span class="number">2</span>, <span class="number">-1</span>, <span class="number">-2.4</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//脚</span></span><br><span class="line">	drawSkewed(<span class="number">1.5</span>, <span class="number">1</span>, <span class="number">3</span>, <span class="number">0.9</span>, <span class="number">-9.2</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	drawSkewed(<span class="number">1.5</span>, <span class="number">1</span>, <span class="number">3</span>, <span class="number">-0.9</span>, <span class="number">-9.2</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	glPopMatrix();</span><br><span class="line">    glutSwapBuffers();</span><br><span class="line">&#125;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>恩，通过调用这个函数我们便可以完成机器人的绘制了。</p>
                <h2 id="完整代码"><a href="#完整代码" class="headerlink" title="完整代码"></a>完整代码</h2>
                <p>在这里提供完整代码示例，仅供参考</p>
                <figure class="highlight angelscript">
                  <table>
                    <tr>
                      <td class="gutter">
                        <pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br><span class="line">24</span><br><span class="line">25</span><br><span class="line">26</span><br><span class="line">27</span><br><span class="line">28</span><br><span class="line">29</span><br><span class="line">30</span><br><span class="line">31</span><br><span class="line">32</span><br><span class="line">33</span><br><span class="line">34</span><br><span class="line">35</span><br><span class="line">36</span><br><span class="line">37</span><br><span class="line">38</span><br><span class="line">39</span><br><span class="line">40</span><br><span class="line">41</span><br><span class="line">42</span><br><span class="line">43</span><br><span class="line">44</span><br><span class="line">45</span><br><span class="line">46</span><br><span class="line">47</span><br><span class="line">48</span><br><span class="line">49</span><br><span class="line">50</span><br><span class="line">51</span><br><span class="line">52</span><br><span class="line">53</span><br><span class="line">54</span><br><span class="line">55</span><br><span class="line">56</span><br><span class="line">57</span><br><span class="line">58</span><br><span class="line">59</span><br><span class="line">60</span><br><span class="line">61</span><br><span 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class="line">153</span><br><span class="line">154</span><br><span class="line">155</span><br><span class="line">156</span><br><span class="line">157</span><br><span class="line">158</span><br><span class="line">159</span><br><span class="line">160</span><br><span class="line">161</span><br><span class="line">162</span><br><span class="line">163</span><br><span class="line">164</span><br><span class="line">165</span><br><span class="line">166</span><br><span class="line">167</span><br><span class="line">168</span><br><span class="line">169</span><br><span class="line">170</span><br><span class="line">171</span><br><span class="line">172</span><br><span class="line">173</span><br><span class="line">174</span><br><span class="line">175</span><br><span class="line">176</span><br><span class="line">177</span><br><span class="line">178</span><br><span class="line">179</span><br><span class="line">180</span><br><span class="line">181</span><br><span class="line">182</span><br><span class="line">183</span><br><span class="line">184</span><br><span class="line">185</span><br><span class="line">186</span><br><span class="line">187</span><br><span class="line">188</span><br><span class="line">189</span><br><span class="line">190</span><br><span class="line">191</span><br><span class="line">192</span><br><span class="line">193</span><br></pre>
                      </td>
                      <td class="code">
                        <pre><span class="line">#include &lt;glut.h&gt;</span><br><span class="line">#include &lt;stdlib.h&gt;</span><br><span class="line">#include &lt;stdio.h&gt;</span><br><span class="line"></span><br><span class="line">#define SOLID <span class="number">1</span></span><br><span class="line">#define WIRE <span class="number">2</span></span><br><span class="line"></span><br><span class="line"><span class="built_in">int</span> moveX,moveY;</span><br><span class="line"><span class="built_in">int</span> spinX = <span class="number">0</span>;</span><br><span class="line"><span class="built_in">int</span> spinY = <span class="number">0</span>;</span><br><span class="line"><span class="built_in">int</span> des = <span class="number">0</span>;</span><br><span class="line"></span><br><span class="line"></span><br><span class="line"><span class="built_in">void</span> init() &#123;</span><br><span class="line">   <span class="comment">//定义光源的颜色和位置</span></span><br><span class="line">   GLfloat ambient[] = &#123; <span class="number">0.5</span>, <span class="number">0.8</span>, <span class="number">0.1</span>, <span class="number">0.1</span> &#125;;  </span><br><span class="line">   GLfloat diffuse[] = &#123; <span class="number">1.0</span>, <span class="number">1.0</span>, <span class="number">1.0</span>, <span class="number">1.0</span> &#125;;  </span><br><span class="line">   GLfloat position[] = &#123; <span class="number">-80.0</span>, <span class="number">50.0</span>, <span class="number">25.0</span>, <span class="number">1.0</span> &#125;;  </span><br><span class="line">   <span class="comment">//选择光照模型</span></span><br><span class="line">   GLfloat lmodel_ambient[] = &#123; <span class="number">0.4</span>, <span class="number">0.4</span>, <span class="number">0.4</span>, <span class="number">1.0</span> &#125;;  </span><br><span class="line">   GLfloat local_view[] = &#123; <span class="number">0.0</span> &#125;;  </span><br><span class="line">   glClearColor(<span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>);   </span><br><span class="line">   glShadeModel(GL_SMOOTH);  </span><br><span class="line">   <span class="comment">//设置环境光</span></span><br><span class="line">   glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);  </span><br><span class="line">   <span class="comment">//设置漫射光</span></span><br><span class="line">   glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);  </span><br><span class="line">   <span class="comment">//设置光源位置</span></span><br><span class="line">   glLightfv(GL_LIGHT0, GL_POSITION, position);  </span><br><span class="line">   glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);  </span><br><span class="line">   glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);  </span><br><span class="line">   <span class="comment">//启动光照</span></span><br><span class="line">   glEnable(GL_LIGHTING);  </span><br><span class="line">   <span class="comment">//启用光源</span></span><br><span class="line">   glEnable(GL_LIGHT0);  </span><br><span class="line">&#125;</span><br><span class="line"></span><br><span class="line"><span class="comment">//画球</span></span><br><span class="line"><span class="built_in">void</span> drawBall(<span class="built_in">double</span> R, <span class="built_in">double</span> x, <span class="built_in">double</span> y,<span class="built_in">double</span> z, <span class="built_in">int</span> MODE) &#123;</span><br><span class="line">	glPushMatrix();</span><br><span class="line">	glTranslated(x,y,z);</span><br><span class="line">	<span class="keyword">if</span> (MODE == SOLID) &#123;</span><br><span class="line">		glutSolidSphere(R,<span class="number">20</span>,<span class="number">20</span>);</span><br><span class="line">	&#125; <span class="keyword">else</span> <span class="keyword">if</span> (MODE ==WIRE) &#123;</span><br><span class="line">		glutWireSphere(R,<span class="number">20</span>,<span class="number">20</span>);</span><br><span class="line">	&#125;</span><br><span class="line">	glPopMatrix();</span><br><span class="line">&#125;</span><br><span class="line"></span><br><span class="line"><span class="comment">//画半球</span></span><br><span class="line"><span class="built_in">void</span> drawHalfBall(<span class="built_in">double</span> R, <span class="built_in">double</span> x, <span class="built_in">double</span> y,<span class="built_in">double</span> z, <span class="built_in">int</span> MODE) &#123;</span><br><span class="line">	glPushMatrix();</span><br><span class="line">	glTranslated(x,y,z);</span><br><span class="line">	GLdouble eqn[<span class="number">4</span>]=&#123;<span class="number">0.0</span>, <span class="number">1.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>&#125;;</span><br><span class="line">	glClipPlane(GL_CLIP_PLANE0,eqn);</span><br><span class="line">	glEnable(GL_CLIP_PLANE0);</span><br><span class="line">	<span class="keyword">if</span> (MODE == SOLID) &#123;</span><br><span class="line">		glutSolidSphere(R,<span class="number">20</span>,<span class="number">20</span>);</span><br><span class="line">	&#125; <span class="keyword">else</span> <span class="keyword">if</span> (MODE ==WIRE) &#123;</span><br><span class="line">		glutWireSphere(R,<span class="number">20</span>,<span class="number">20</span>);</span><br><span class="line">	&#125;</span><br><span class="line">	glDisable(GL_CLIP_PLANE0);</span><br><span class="line">	glPopMatrix();</span><br><span class="line">&#125;</span><br><span class="line"></span><br><span class="line"><span class="comment">//画长方体</span></span><br><span class="line"><span class="built_in">void</span> drawSkewed(<span class="built_in">double</span> l, <span class="built_in">double</span> w, <span class="built_in">double</span> h, <span class="built_in">double</span> x, <span class="built_in">double</span> y, <span class="built_in">double</span> z, <span class="built_in">int</span> MODE) &#123;</span><br><span class="line">	glPushMatrix();</span><br><span class="line">	glScaled(l, w, h);</span><br><span class="line">	glTranslated(x, y, z);</span><br><span class="line">	<span class="keyword">if</span> (MODE == SOLID) &#123;</span><br><span class="line">		glutSolidCube(<span class="number">1</span>);</span><br><span class="line">	&#125; <span class="keyword">else</span> <span class="keyword">if</span> (MODE ==WIRE) &#123;</span><br><span class="line">		glutWireCube(<span class="number">1</span>);</span><br><span class="line">	&#125;</span><br><span class="line">	glPopMatrix();</span><br><span class="line">&#125;</span><br><span class="line"></span><br><span class="line"><span class="built_in">void</span> display(<span class="built_in">void</span>) &#123;</span><br><span class="line">	<span class="comment">//清除缓冲区颜色</span></span><br><span class="line">	glClear(GL_COLOR_BUFFER_BIT);</span><br><span class="line">	<span class="comment">//定义白色</span></span><br><span class="line">	glColor3f(<span class="number">1.0</span>, <span class="number">1.0</span>, <span class="number">1.0</span>); </span><br><span class="line">	<span class="comment">//圆点放坐标中心</span></span><br><span class="line">	glLoadIdentity();  </span><br><span class="line">	<span class="comment">//从哪个地方看</span></span><br><span class="line">	gluLookAt(<span class="number">-2.0</span>, <span class="number">-1.0</span>, <span class="number">20.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">1.0</span>, <span class="number">0.0</span>); </span><br><span class="line">	glPushMatrix();</span><br><span class="line">	glRotated(spinX, <span class="number">0</span>, <span class="number">1</span>, <span class="number">0</span>);</span><br><span class="line">	glRotated(spinY, <span class="number">1</span>, <span class="number">0</span>, <span class="number">0</span>);</span><br><span class="line">	glTranslated(<span class="number">0</span>, <span class="number">0</span>, des);</span><br><span class="line">	<span class="comment">//头</span></span><br><span class="line">	drawBall(<span class="number">2</span>, <span class="number">0</span>, <span class="number">1</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//身体</span></span><br><span class="line">	drawSkewed(<span class="number">5</span>, <span class="number">4.4</span>, <span class="number">4</span>, <span class="number">0</span>, <span class="number">-0.75</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//肩膀</span></span><br><span class="line">	drawHalfBall(<span class="number">1</span>, <span class="number">3.5</span>, <span class="number">-2.1</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	drawHalfBall(<span class="number">1</span>, <span class="number">-3.5</span>, <span class="number">-2.1</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//胳膊</span></span><br><span class="line">	drawSkewed(<span class="number">1</span>, <span class="number">3</span>, <span class="number">1</span>, <span class="number">3.5</span>, <span class="number">-1.3</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	drawSkewed(<span class="number">1</span>, <span class="number">3</span>, <span class="number">1</span>, <span class="number">-3.5</span>, <span class="number">-1.3</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//手</span></span><br><span class="line">	drawBall(<span class="number">1</span>, <span class="number">3.5</span>, <span class="number">-6.4</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	drawBall(<span class="number">1</span>, <span class="number">-3.5</span>, <span class="number">-6.4</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//腿</span></span><br><span class="line">	drawSkewed(<span class="number">1.2</span>, <span class="number">3</span>, <span class="number">2</span>, <span class="number">1</span>, <span class="number">-2.4</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	drawSkewed(<span class="number">1.2</span>, <span class="number">3</span>, <span class="number">2</span>, <span class="number">-1</span>, <span class="number">-2.4</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	<span class="comment">//脚</span></span><br><span class="line">	drawSkewed(<span class="number">1.5</span>, <span class="number">1</span>, <span class="number">3</span>, <span class="number">0.9</span>, <span class="number">-9.2</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	drawSkewed(<span class="number">1.5</span>, <span class="number">1</span>, <span class="number">3</span>, <span class="number">-0.9</span>, <span class="number">-9.2</span>, <span class="number">0</span>, SOLID);</span><br><span class="line">	glPopMatrix();</span><br><span class="line">    glutSwapBuffers();</span><br><span class="line">&#125;</span><br><span class="line"><span class="comment">//鼠标点击事件</span></span><br><span class="line"><span class="built_in">void</span> mouseClick(<span class="built_in">int</span> btn, <span class="built_in">int</span> state, <span class="built_in">int</span> x, <span class="built_in">int</span> y) &#123;</span><br><span class="line">    moveX = x;</span><br><span class="line">	moveY = y;</span><br><span class="line">	GLfloat ambient[] = &#123; (<span class="built_in">float</span>)rand() / RAND_MAX, (<span class="built_in">float</span>)rand() / RAND_MAX, (<span class="built_in">float</span>)rand() / RAND_MAX, <span class="number">0.1</span> &#125;;  </span><br><span class="line">	 <span class="comment">//设置环境光</span></span><br><span class="line">	glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);  </span><br><span class="line">	<span class="comment">//启用光源</span></span><br><span class="line">	glEnable(GL_LIGHT0);  </span><br><span class="line">&#125;</span><br><span class="line"></span><br><span class="line"><span class="comment">//键盘事件</span></span><br><span class="line"><span class="built_in">void</span> keyPressed(unsigned char key, <span class="built_in">int</span> x, <span class="built_in">int</span> y) &#123;</span><br><span class="line">    <span class="keyword">switch</span> (key) &#123;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">'a'</span>:</span><br><span class="line">        spinX -= <span class="number">2</span>;</span><br><span class="line">        <span class="keyword">break</span>;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">'d'</span>:</span><br><span class="line">         spinX += <span class="number">2</span>;  </span><br><span class="line">        <span class="keyword">break</span>;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">'w'</span>:</span><br><span class="line">        des += <span class="number">2</span>;</span><br><span class="line">        <span class="keyword">break</span>;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">'s'</span>:</span><br><span class="line">        des -= <span class="number">2</span>;</span><br><span class="line">		<span class="keyword">break</span>;</span><br><span class="line">	&#125;</span><br><span class="line">	glutPostRedisplay();</span><br><span class="line">&#125;</span><br><span class="line"><span class="comment">// 鼠标移动事件 </span></span><br><span class="line"><span class="built_in">void</span> mouseMove(<span class="built_in">int</span> x, <span class="built_in">int</span> y) &#123;</span><br><span class="line">	<span class="built_in">int</span> dx = x - moveX;</span><br><span class="line">	<span class="built_in">int</span> dy = y - moveY;</span><br><span class="line">	printf(<span class="string">"dx;%dx,dy:%dy\n"</span>,dx,dy);</span><br><span class="line">	spinX += dx;</span><br><span class="line">	spinY += dy;</span><br><span class="line">	glutPostRedisplay();</span><br><span class="line">	moveX = x;</span><br><span class="line">	moveY = y;</span><br><span class="line">&#125;</span><br><span class="line"></span><br><span class="line"><span class="built_in">void</span> reshape(<span class="built_in">int</span> w, <span class="built_in">int</span> h) &#123;</span><br><span class="line">	<span class="comment">//定义视口大小</span></span><br><span class="line">	glViewport(<span class="number">0</span>, <span class="number">0</span>, (GLsizei) w, (GLsizei) h); </span><br><span class="line">	<span class="comment">//投影显示</span></span><br><span class="line">	glMatrixMode(GL_PROJECTION);</span><br><span class="line">	<span class="comment">//坐标原点在屏幕中心</span></span><br><span class="line">	glLoadIdentity();</span><br><span class="line">	<span class="comment">//操作模型视景</span></span><br><span class="line">	gluPerspective(<span class="number">60.0</span>, (GLfloat) w/(GLfloat) h, <span class="number">1.0</span>, <span class="number">20.0</span>);</span><br><span class="line">	glMatrixMode(GL_MODELVIEW);</span><br><span class="line">&#125;</span><br><span class="line"></span><br><span class="line"><span class="built_in">int</span> main(<span class="built_in">int</span> argc, char** argv) &#123;</span><br><span class="line">	<span class="comment">//初始化</span></span><br><span class="line">	glutInit(&amp;argc, argv);</span><br><span class="line">	<span class="comment">//设置显示模式</span></span><br><span class="line">	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);</span><br><span class="line">	<span class="comment">//初始化窗口大小</span></span><br><span class="line">	glutInitWindowSize(<span class="number">500</span>, <span class="number">500</span>); </span><br><span class="line">	<span class="comment">//定义左上角窗口位置</span></span><br><span class="line">	glutInitWindowPosition(<span class="number">100</span>, <span class="number">100</span>);</span><br><span class="line">	<span class="comment">//创建窗口</span></span><br><span class="line">	glutCreateWindow(argv[<span class="number">0</span>]);</span><br><span class="line">	<span class="comment">//初始化</span></span><br><span class="line">	init();</span><br><span class="line">	<span class="comment">//显示函数</span></span><br><span class="line">	glutDisplayFunc(display);</span><br><span class="line">	<span class="comment">//窗口大小改变时的响应</span></span><br><span class="line">	glutReshapeFunc(reshape);</span><br><span class="line">	<span class="comment">//鼠标点击事件，鼠标点击或者松开时调用</span></span><br><span class="line">    glutMouseFunc(mouseClick);</span><br><span class="line">	<span class="comment">//鼠标移动事件，鼠标按下并移动时调用</span></span><br><span class="line">    glutMotionFunc(mouseMove);</span><br><span class="line">	<span class="comment">//键盘事件</span></span><br><span class="line">	glutKeyboardFunc(keyPressed);</span><br><span class="line">	<span class="comment">//循环</span></span><br><span class="line">	glutMainLoop();</span><br><span class="line">	<span class="keyword">return</span> <span class="number">0</span>;</span><br><span class="line">&#125;</span><br></pre>
                      </td>
                    </tr>
                  </table>
                </figure>
                <p>仅供参考，如有问题，敬请指正。 运行结果如下 <a href="http://qiniu.cuiqingcai.com/wp-content/uploads/2015/06/QQ截图20150607013139.jpg" target="_blank" rel="noopener"><img src="http://qiniu.cuiqingcai.com/wp-content/uploads/2015/06/QQ截图20150607013139.jpg" alt="QQ截图20150607013139"></a> 恩，大体就是这样。</p>
                <h2 id="总结"><a href="#总结" class="headerlink" title="总结"></a>总结</h2>
                <p>本次实验做的比较匆忙，只研究了一个晚上的时间，所以有些地方还是不太完善，希望发出来对小伙伴们有所启发，有所帮助。如果有问题，欢迎同我交流。谢大家！</p>
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